blob: 435e6f58a06065c8bc3299796169132cda4f988f [file] [log] [blame]
SKIP: FAILED
../../src/tint/lang/msl/writer/printer/printer.cc:500 internal compiler error: buf0 = struct @align(8) {
resolution:vec2<f32> @offset(0)
}
main_out = struct @align(16) {
x_GLF_color_1:vec4<f32> @offset(0), @location(0)
}
$B1: { # root
%gl_FragCoord:ptr<private, vec4<f32>, read_write> = var
%x_20:ptr<uniform, buf0, read> = var @binding_point(0, 0)
%x_GLF_color:ptr<private, vec4<f32>, read_write> = var
}
%collision_vf2_vf4_ = func(%pos:ptr<function, vec2<f32>, read_write>, %quad:ptr<function, vec4<f32>, read_write>):bool {
$B2: {
%7:f32 = load_vector_element %pos, 0u
%x_110:f32 = let %7
%9:f32 = load_vector_element %quad, 0u
%x_112:f32 = let %9
%11:bool = lt %x_110, %x_112
if %11 [t: $B3] { # if_1
$B3: { # true
ret false
}
}
%12:f32 = load_vector_element %pos, 1u
%x_117:f32 = let %12
%14:f32 = load_vector_element %quad, 1u
%x_119:f32 = let %14
%16:bool = lt %x_117, %x_119
if %16 [t: $B4] { # if_2
$B4: { # true
ret false
}
}
%17:f32 = load_vector_element %pos, 0u
%x_124:f32 = let %17
%19:f32 = load_vector_element %quad, 0u
%x_126:f32 = let %19
%21:f32 = load_vector_element %quad, 2u
%x_128:f32 = let %21
%23:f32 = add %x_126, %x_128
%24:bool = gt %x_124, %23
if %24 [t: $B5] { # if_3
$B5: { # true
ret false
}
}
%25:f32 = load_vector_element %pos, 1u
%x_134:f32 = let %25
%27:f32 = load_vector_element %quad, 1u
%x_136:f32 = let %27
%29:f32 = load_vector_element %quad, 3u
%x_138:f32 = let %29
%31:f32 = add %x_136, %x_138
%32:bool = gt %x_134, %31
if %32 [t: $B6] { # if_4
$B6: { # true
ret false
}
}
ret true
}
}
%match_vf2_ = func(%pos_1:ptr<function, vec2<f32>, read_write>):vec4<f32> {
$B7: {
%res:ptr<function, vec4<f32>, read_write> = var
%x_144:ptr<function, f32, read_write> = var
%x_145:ptr<function, f32, read_write> = var
%i:ptr<function, i32, read_write> = var
%param:ptr<function, vec2<f32>, read_write> = var
%param_1:ptr<function, vec4<f32>, read_write> = var
%indexable:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_1:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_2:ptr<function, array<vec4<f32>, 8>, read_write> = var
%indexable_3:ptr<function, array<vec4<f32>, 16>, read_write> = var
%45:f32 = load_vector_element %gl_FragCoord, 0u
%x_147:f32 = let %45
%47:bool = lt %x_147, 0.0f
if %47 [t: $B8, f: $B9] { # if_5
$B8: { # true
store %x_144, -1.0f
exit_if # if_5
}
$B9: { # false
%48:f32 = load_vector_element %gl_FragCoord, 0u
%x_153:f32 = let %48
%50:bool = gte %x_153, 0.0f
if %50 [t: $B10, f: $B11] { # if_6
$B10: { # true
%51:f32 = load_vector_element %gl_FragCoord, 0u
%x_159:f32 = let %51
%53:bool = gte %x_159, 0.0f
%54:f32 = select 1.0f, 0.5f, %53
store %x_145, %54
exit_if # if_6
}
$B11: { # false
store %x_145, 1.0f
exit_if # if_6
}
}
%55:f32 = load %x_145
%x_162:f32 = let %55
%57:f32 = min %x_162, 0.5f
store %x_144, %57
exit_if # if_5
}
}
%58:f32 = load %x_144
%x_164:f32 = let %58
%60:f32 = clamp 0.5f, 0.5f, %x_164
%61:vec4<f32> = construct %60, 0.5f, 1.0f, 1.0f
store %res, %61
store %i, 0i
loop [b: $B12, c: $B13] { # loop_1
$B12: { # body
%62:i32 = load %i
%x_171:i32 = let %62
%64:bool = lt %x_171, 8i
if %64 [t: $B14, f: $B15] { # if_7
$B14: { # true
exit_if # if_7
}
$B15: { # false
exit_loop # loop_1
}
}
%65:i32 = load %i
%x_174:i32 = let %65
%67:vec2<f32> = load %pos_1
%x_175:vec2<f32> = let %67
store %param, %x_175
store %indexable, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%69:ptr<function, vec4<f32>, read_write> = access %indexable, %x_174
%70:vec4<f32> = load %69
%x_177:vec4<f32> = let %70
store %param_1, %x_177
%72:bool = call %collision_vf2_vf4_, %param, %param_1
%x_178:bool = let %72
if %x_178 [t: $B16] { # if_8
$B16: { # true
%74:i32 = load %i
%x_181:i32 = let %74
store %indexable_1, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%76:ptr<function, vec4<f32>, read_write> = access %indexable_1, %x_181
%77:f32 = load_vector_element %76, 0u
%x_183:f32 = let %77
%79:i32 = load %i
%x_185:i32 = let %79
store %indexable_2, array<vec4<f32>, 8>(vec4<f32>(4.0f, 4.0f, 20.0f, 4.0f), vec4<f32>(4.0f, 4.0f, 4.0f, 20.0f), vec4<f32>(4.0f, 20.0f, 20.0f, 4.0f), vec4<f32>(20.0f, 4.0f, 4.0f, 8.0f), vec4<f32>(8.0f, 6.0f, 4.0f, 2.0f), vec4<f32>(2.0f, 12.0f, 2.0f, 4.0f), vec4<f32>(16.0f, 2.0f, 4.0f, 4.0f), vec4<f32>(12.0f, 22.0f, 4.0f, 4.0f))
%81:ptr<function, vec4<f32>, read_write> = access %indexable_2, %x_185
%82:f32 = load_vector_element %81, 1u
%x_187:f32 = let %82
%84:i32 = load %i
%x_190:i32 = let %84
store %indexable_3, array<vec4<f32>, 16>(vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.0f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.5f, 0.5f, 0.5f, 1.0f), vec4<f32>(0.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(1.0f, 1.0f, 0.0f, 1.0f), vec4<f32>(0.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(1.0f, 0.0f, 1.0f, 1.0f), vec4<f32>(0.0f, 1.0f, 1.0f, 1.0f), vec4<f32>(1.0f))
%86:i32 = call %tint_f32_to_i32, %x_183
%88:i32 = let %86
%89:i32 = call %tint_f32_to_i32, %x_187
%90:i32 = mul %88, %89
%91:i32 = mul %x_190, 9i
%92:i32 = add %90, %91
%93:i32 = add %92, 11i
%94:i32 = call %tint_mod_i32, %93, 16i
%96:ptr<function, vec4<f32>, read_write> = access %indexable_3, %94
%97:vec4<f32> = load %96
%x_196:vec4<f32> = let %97
store %res, %x_196
exit_if # if_8
}
}
continue # -> $B13
}
$B13: { # continuing
%99:i32 = load %i
%x_197:i32 = let %99
%101:i32 = add %x_197, 1i
store %i, %101
next_iteration # -> $B12
}
}
%102:vec4<f32> = load %res
%x_199:vec4<f32> = let %102
ret %x_199
}
}
%main_1 = func():void {
$B17: {
%lin:ptr<function, vec2<f32>, read_write> = var
%param_2:ptr<function, vec2<f32>, read_write> = var
%107:vec4<f32> = load %gl_FragCoord
%x_98:vec4<f32> = let %107
%109:ptr<uniform, vec2<f32>, read> = access %x_20, 0u
%110:vec2<f32> = load %109
%x_101:vec2<f32> = let %110
%112:f32 = access %x_98, 0u
%113:f32 = access %x_98, 1u
%114:vec2<f32> = construct %112, %113
%115:vec2<f32> = div %114, %x_101
store %lin, %115
%116:vec2<f32> = load %lin
%x_103:vec2<f32> = let %116
%118:vec2<f32> = mul %x_103, 32.0f
%119:vec2<f32> = floor %118
store %lin, %119
%120:vec2<f32> = load %lin
%x_106:vec2<f32> = let %120
store %param_2, %x_106
%122:vec4<f32> = call %match_vf2_, %param_2
%x_107:vec4<f32> = let %122
store %x_GLF_color, %x_107
ret
}
}
%tint_symbol = @fragment func(%gl_FragCoord_param:vec4<f32> [@position]):main_out {
$B18: {
store %gl_FragCoord, %gl_FragCoord_param
%126:void = call %main_1
%127:vec4<f32> = load %x_GLF_color
%128:main_out = construct %127
ret %128
}
}
%tint_mod_i32 = func(%lhs:i32, %rhs:i32):i32 {
$B19: {
%131:bool = eq %rhs, 0i
%132:bool = eq %lhs, -2147483648i
%133:bool = eq %rhs, -1i
%134:bool = and %132, %133
%135:bool = or %131, %134
%136:i32 = select %rhs, 1i, %135
%137:i32 = let %136
%138:i32 = div %lhs, %137
%139:i32 = mul %138, %137
%140:i32 = sub %lhs, %139
ret %140
}
}
%tint_f32_to_i32 = func(%value:f32):i32 {
$B20: {
%142:i32 = convert %value
%143:bool = gte %value, -2147483648.0f
%144:i32 = select -2147483648i, %142, %143
%145:bool = lte %value, 2147483520.0f
%146:i32 = select 2147483647i, %144, %145
ret %146
}
}
unhandled variable address space
********************************************************************
* The tint shader compiler has encountered an unexpected error. *
* *
* Please help us fix this issue by submitting a bug report at *
* crbug.com/tint with the source program that triggered the bug. *
********************************************************************